Page 14 - Volo's Guide to Monsters
P. 14

BEHOLDER LAIRS                                   EYES IN THE SKY
                                                                    Because a beholder's paranoia knows no limits, it often
                   The lair of a beholder is a reflection of the creature's
                                                                    designs its lair to include secret passageways that are
                   mind-set- designed to anticipate, and thwart, any plan   used for reconnaissance or surprise attacks. (These fea-
                   that would-be invaders might devise. Each of its cham-  tures aren't shown on the accompanying map, but can
                   bers is isolated, accessible from only one or two other   be located anywhere you see fit.) A typical arrangement
                   areas, giving the beholder control over the route that en-  is a network of tunnels running above the main cham-
                   emies must take to reach the sanctum where the owner
                                                                    bers of the lair, each wide enough for the beholder to fly
                   of the place lies in wait.                       through. Fist-sized holes in the floors of these tunnels
                    A beholder usually creates its lair in an area of natural   open into the rooms below, allowing the beholder to spy
                   caves, shaping the chambers with its disintegration ray.   on creatures in its lair and perhaps target them with eye
                   Most of the entryways and passages that it fashions to   rays. (Opponents can shoot back, but the holes function
                   connect one chamber with another are too narrow to   like arrow slits and provide three-quarters cover to the
                   admit creatures larger than itself (particularly in the   beholder.)
                   innermost chambers). If any large openings between
                   adjacent caves exist naturally, the beholder constricts or   MINION CHAMBERS
                   seals off such openings, either by employing slave labor   The lair has rooms set aside for the beholder's minions,
                   or by collapsing the tunnel itself.              where those creatures live, cook, eat, and sleep.
                    Regardless of its overall configuration, every behold-
                   er's lair is oriented to take full advantage of the crea-  PRISON
                   ture's flight ability. Adjoining chambers are connected   A beholder often sets aside a chamber to hold captives
                   by vertical or steeply sloped tunnels that the beholder   that it chooses not to kill. The simplest kind of prison,
                   carves out of the surrounding stone, each passage   easy enough for a beholder to create, typically consists
                   barely large enough to admit the beholder's body. Ene-  of 20-foot-deep holes disintegrated into the floor, some-
                   mies that are too big to traverse these smooth-walled   times covered with a wood or metal grating. A prisoner
                   tunnels will find it difficult to move deep into the lair   is stripped of weapons and magic items, thrown into one
                   and virtually impossible to confront the beholder in   of the holes, and guarded by minions at all times.
                   its sanctum.
                    Minions and other creatures under a beholder's con-  SANCTUM
                   trol generally have their own living spaces in the lair.   The beholder's private chamber is usually at the highest
                   Because a beholder's minions are typically not able to   elevation inside the lair and accessible only through a
                   fly,  many of these chambers are connected to others by   long vertical tunnel. Here, the beholder rests and plots.
                   staircases or gently sloping ramps in addition to the tun-  The room typically contains a nest of sand or cloth bed-
                   nels, so the beholder can easily move its minions around   ding and the beholder's favorite pieces of sculpture.
                   as the need arises.
                    Common rooms found in a beholder's lair are de-  VESTIBULE
                   scribed in the sections that follow.             Beyond the lair entrance lies the vestibule. Rather than
                                                                     being sculpted with tools or eye rays, the entrance and
                   CENTRAL GALLERY                                  the vestibule are left in their natural form to mislead
                   The main living area that the beholder uses is filled   intruders who might be expecting an artificially created
                   with objects that the creature enjoys looking at, such as   structure. The floor of the vestibule is usually 15 feet or
                   art, statues, and its latest spoils of victory. The floor is   more lower than the entrance corridor, and the chamber
                   uneven and difficult for intruders to navigate. Minions   is often inhabited by shriekers, which act as an early
                   usually guard the entrances to this chamber.     warning system.

                   ESCAPE TuNNELS                                   TRAPS.
                   A lair has several escape tunnels, each closed off inside   A room not dedicated to some other purpose could be
                   the lair by a large boulder or a mortared stone wall.   festooned with a variety of traps. In addition to traps
                   Most of these routes are blocked on both ends, prevent-  that are meant to catch ground-based creatures, a be-
                   ing creatures from easily entering the lair through any-  holder creates or positions certain traps so that they're
                   where but the main entrance. The beholder, of course,   effective against flying intruders.
                   can disintegrate these barriers to gain access to the   Practically any kind of trap could be a feature of a be-
                   tunnel. As with the tunnels between chambers, escape   holder's lair. A few possibilities are described here.
                   tunnels are usually a steep climb or nearly vertical to   Covered Pit. Simple yet effective, a covered pit trap is
                   make it difficult for non-flying creatures to follow. A tun-  a hole covered with a false floor and perhaps concealed
                   nel bends every 50 to 100 feet to prevent attackers from   by a sprinkling of dirt or gravel. The pit might be empty,
                   shooting at the beholder while it flees, but giving the   be filled with mud (causing anything trapped in it to
                   monster opportunities to attack when its enemies come   eventually drown), or have spikes at the bottom.
                   into view. Many escape tunnels have falling block traps   Door Trap. In a seldom-used cavern with a high ceil-
                   or weak ceilings supported by a single pillar, which the   ing, a beholder might erect a wall that doesn't reach the
                   beholder can disintegrate after it passes that point to   ceiling and build a trapped door into it. The beholder
                   deter pursuit.                                    can fly over the trap, while intruders are forced to deal
                                                                    with the door or waste time trying to climb over the
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